When Umbral Sight is combine with Goggles of the Night, the total range is only 90ft instead of 120ft. What appears to be happening is that Umbral Sight's range is being reduced to 30ft then the +60ft from the Goggles of the Night are then being added on top of that. I believe this is an error because from the reading of Umbral Sight, it's range should only be reduced to 30ft if the player already has darkvision from race: "At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet." However in the 'Features & Traits' section of the character sheet, it's written as "You gain darkvision out to a range of 60 ft. (+30 ft. if you already have it)" neglecting the "from your race" part. This discrepancy appears to cause Umbral Sight to be reduced to 30ft when being used with an item, rather than just from racial traits.
I read that different - they shouldn't stack. Umbral Sight only stacks if you have a racial darkvision, otherwise your darkvision should be set to 60' - but that's just my interpretation.
There are certain limits to coding. It wasn't that long ago that all darkvision bonuses added together without considering clauses like "unless you already have it". Now it is able to check if you already have it but not from what source.
This is a pretty niche bug, and I dont think it will get fixed quickly. You can work around it by custom setting your darkvision on your character sheet.
Hi guys I have a quick question. I am building a human gloom stalker who has the Umbral Sight trait which gives me darkvision out to 60 feet. The character sheet reflects this. However, when I add Goggles of Night, the character sheet lists my darkvision increasing to 90 feet (+30 feet).
The text for the goggles reads "If you already have darkvision, wearing the goggles increases its range by 60 feet." I assumed that my darkvision should now be 120 feet (60 + 60). Is this a bug in D&D Beyond, or am I misinterpreting the rules?
Hi guys I have a quick question. I am building a human gloom stalker who has the Umbral Sight trait which gives me darkvision out to 60 feet. The character sheet reflects this. However, when I add Goggles of Night, the character sheet lists my darkvision increasing to 90 feet (+30 feet).
The text for the goggles reads "If you already have darkvision, wearing the goggles increases its range by 60 feet." I assumed that my darkvision should now be 120 feet (60 + 60). Is this a bug in D&D Beyond, or am I misinterpreting the rules?
This souds like an "order of operations" issue, and honestly I'm not sure which way it's supposed to be calculated.
How it seems to be working: Human(0ft) -> Goggles(60ft) -> Umbral Sight(+30 ft) = 90ft
How it sounds like you think it should work: Human(0ft) -> Umbral Sight(60ft) -> Goggles(+60ft) = 120ft
I'm not sure which way it's supposed to be done, honestly. But there's a wrinkle. The description for Umbral Sight reads: "At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet." You don't have darkvision from your race, you have it from an item. So the +30 from Umbral Sight shouldn't apply, as far as I can tell. That means by my reckoning, it should either be 60ft or 120ft, but not 90ft. I'd probably give you the 120ft if I was the DM, since the 60ft is your default now that you're a Gloom Stalker. Therefore the Goggles would add on to that. But if there was someone else in your party without darkvision, I'd suggest you share :)
I never thought about the order of operations. FWIW, I added and equipped the goggles after Umbral Sight was activated. However, it sounds like you are right; it appears that D&D Beyond is applying the darkvision from the goggles first, and is not properly factoring in how the darkvision is acquired (item vs. race). This is the only way I can see how it came up with 90 feet.
Not trying to necromance this thread, but I just ran into this today, so still not fixed. I took DxJxC's advise and just manually changed my darkvision to 120'.
Hi, I am new to this, and I hope this reaches the creators.
It's about darkvision distances.
So, I have a lvl 5 half-elf ranger/gloomstalker. just with that description, i already have darkvision of uo to 90ft. (60 from race, extra 30 for having umbral sight). i am able to start off with one uncommon magical item, and i chose the "goggles of the night", which grants 60ft of darkvision, or an extra 60ft if u already have darkvision; which should leave me with a total of 150ft of darkvision.
that being said, when i checked my character sheet, without goggles= 90ft, with goggles= 120ft.... so i was wondering, is that a bug? or is there some sort of limitation on darkvision max distance.
It looks like a bug, there's been a couple other posts about it. If I had to guess, I would say that when you put on the goggles, that becomes the new source of darkvision distance, which since Umbral Sight checks if darkvision is from your race it no longer adds (thinking all of the darkvision is from the goggles and not just a bonus)
The solutions really is just to customize the sense and put something in the notes.
When Umbral Sight is combine with Goggles of the Night, the total range is only 90ft instead of 120ft. What appears to be happening is that Umbral Sight's range is being reduced to 30ft then the +60ft from the Goggles of the Night are then being added on top of that. I believe this is an error because from the reading of Umbral Sight, it's range should only be reduced to 30ft if the player already has darkvision from race: "At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet." However in the 'Features & Traits' section of the character sheet, it's written as "You gain darkvision out to a range of 60 ft. (+30 ft. if you already have it)" neglecting the "from your race" part. This discrepancy appears to cause Umbral Sight to be reduced to 30ft when being used with an item, rather than just from racial traits.
I read that different - they shouldn't stack. Umbral Sight only stacks if you have a racial darkvision, otherwise your darkvision should be set to 60' - but that's just my interpretation.
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There are certain limits to coding. It wasn't that long ago that all darkvision bonuses added together without considering clauses like "unless you already have it". Now it is able to check if you already have it but not from what source.
This is a pretty niche bug, and I dont think it will get fixed quickly. You can work around it by custom setting your darkvision on your character sheet.
Hi guys I have a quick question. I am building a human gloom stalker who has the Umbral Sight trait which gives me darkvision out to 60 feet. The character sheet reflects this. However, when I add Goggles of Night, the character sheet lists my darkvision increasing to 90 feet (+30 feet).
The text for the goggles reads "If you already have darkvision, wearing the goggles increases its range by 60 feet." I assumed that my darkvision should now be 120 feet (60 + 60). Is this a bug in D&D Beyond, or am I misinterpreting the rules?
This souds like an "order of operations" issue, and honestly I'm not sure which way it's supposed to be calculated.
How it seems to be working: Human(0ft) -> Goggles(60ft) -> Umbral Sight(+30 ft) = 90ft
How it sounds like you think it should work: Human(0ft) -> Umbral Sight(60ft) -> Goggles(+60ft) = 120ft
I'm not sure which way it's supposed to be done, honestly. But there's a wrinkle. The description for Umbral Sight reads: "At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet." You don't have darkvision from your race, you have it from an item. So the +30 from Umbral Sight shouldn't apply, as far as I can tell. That means by my reckoning, it should either be 60ft or 120ft, but not 90ft. I'd probably give you the 120ft if I was the DM, since the 60ft is your default now that you're a Gloom Stalker. Therefore the Goggles would add on to that. But if there was someone else in your party without darkvision, I'd suggest you share :)
Hi jd2319, thanks for the reply.
I never thought about the order of operations. FWIW, I added and equipped the goggles after Umbral Sight was activated. However, it sounds like you are right; it appears that D&D Beyond is applying the darkvision from the goggles first, and is not properly factoring in how the darkvision is acquired (item vs. race). This is the only way I can see how it came up with 90 feet.
I just noticed someone posted about this about a year ago. I'm sure this bug is low on the totem pole of things to fix :)
Not trying to necromance this thread, but I just ran into this today, so still not fixed. I took DxJxC's advise and just manually changed my darkvision to 120'.
If it is even considered a bug. After all, the light has to pass the googles first before it reaches your eyes.
Hi, I am new to this, and I hope this reaches the creators.
It's about darkvision distances.
So, I have a lvl 5 half-elf ranger/gloomstalker. just with that description, i already have darkvision of uo to 90ft. (60 from race, extra 30 for having umbral sight). i am able to start off with one uncommon magical item, and i chose the "goggles of the night", which grants 60ft of darkvision, or an extra 60ft if u already have darkvision; which should leave me with a total of 150ft of darkvision.
that being said, when i checked my character sheet, without goggles= 90ft, with goggles= 120ft.... so i was wondering, is that a bug? or is there some sort of limitation on darkvision max distance.
hope to hear from you guys. =)
It looks like a bug, there's been a couple other posts about it. If I had to guess, I would say that when you put on the goggles, that becomes the new source of darkvision distance, which since Umbral Sight checks if darkvision is from your race it no longer adds (thinking all of the darkvision is from the goggles and not just a bonus)
The solutions really is just to customize the sense and put something in the notes.
okok, thank you for the tip. imma probably just do like you said, keep it jotted down somewhere,
I've merged a few threads regarding this issue and added it to our internal bug tracking.
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